

A Real-Time
Meal Planning Tool
Background
Fresh Plan is a meal planning tool designed to help users reduce waste while saving time and money.
I completed this project as my capstone for Springboard’s UX Bootcamp.
My Roles
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User Research
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User Interviews
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User Testing
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Ideation
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Sketching
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User Stories
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Information Architecture
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User Flows
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Wireframing
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UI Design
Problem:
Meal planning for the week can be stressful and time-consuming, especially if you want to eat fresh, healthy food.


Hypothesis:
A tool that helps users build meal plans as they shop could eliminate the need for extensive planning prior to the grocery store trip.
Process
Research
Interview Insights
Pain Points
I conducted interviews with people who shop for groceries as part of their weekly routine, then I created an affinity map to identify themes. Here are a few common pain points in the shopping and meal planning process.
Wasting Time
From finding recipes to organizing grocery lists, meal planning takes a lot of time.
“I can’t imagine making a meal plan for a whole week.”
Wasting Money
By planning everything in advance, it’s hard to take advantage of sales in the store.
“I’m very motivated by sales.”
Wasting Food
When plans change during the week, food can spoil in the fridge.
“I often impulse buy seasonal ingredients then don’t know what to do with them.”
Redundancy
You either eat the same thing all the time, or you repeat the chore of coming up with a new meal plan every week.
“The downside is that I have to redo it every week.”
Common Values
As I created the affinity map, I also noticed some common values shared by most users. I made note of these as well to ensure my designs align with existing user values.
Fresh Ingredients
People prefer meals made of mostly fresh ingredients, especially seasonal produce.
“I try to eat produce seasonally, more based on availability.”
Flexibility
People want the ability to make last-minute plans without worrying about their food spoiling in the fridge.
“Sometimes I change my plan based on cravings that day, or based on what I have energy to make, or I make plans with friends.”
Exploration
People love to try new things, and are inspired by what they find in the grocery store.
“I like to take my time and explore new things.”
MVP Features
User Personas
Sketching












Information Architecture
Fresh Plan has three integrated systems that define its user experience:
- A database of recipes
- A plan builder tool
- A grocery management system
Early in the design process, I created this simple sitemap (right) to ensure that each of the three systems were easy to navigate.
The systems work together to create optimized the user experience, but I know not all users will want to use the app in exactly the same way. I wanted to ensure that each system provided value to the user on its own, so I fleshed out the sitemap into a full IA. (below)


User Flows
Wireframes




UI - Style Guide

UI - Atomic Design
Testing
Outcomes
The result of this design process is Fresh Plan, a robust meal planning tool that allows users to quickly plan meals as they shop in the grocery store.


The clean user interface, subtle nonverbal communication, and intentional information reduce cognitive overload, enabling users to make quick decisions as they plan in real time.
The easily navigable information architecture establishes flexibility, giving users the power to accomplish a variety of goals.


The interconnected systems create a user flow that improves over time with minimal upkeep, saving time and supporting users in their goal of doing anything other than meal planning.
What's Next?
What I Learned
This was my Capstone project for the Springboard UX bootcamp, and the ultimate goal was for me to learn and practice the design process. It would be impossible to enumerate the things I learned throughout this process, but here are a few of my key takeaways.
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Validate your ideas regularly, especially if you’re working solo.
If you can’t communicate your ideas, they aren’t fully formed. When you’re working on a project by yourself, it’s easy to have big ideas based on assumptions rather than data. Regular feedback from potential users and UX practitioners was invaluable in validating which ideas were working and which ones were not.
2. Learning programs are linear, but design is cyclical.
The deliverables for this project were aligned with specific learning targets, each one building on the one before it. Working on this product helped to deepen my knowledge of each step of the process, but it was obviously disconnected from the way these practices are implemented in the real world. I found it beneficial to work forwards and backwards in cycles. By looking a few steps ahead, I got a better picture of what I was working toward, and going in-depth on later projects made me recognize the value and make improvements on prior work.